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"Did you know when one's most desperation time is? It's when he was beaten up by someone critically...And he can't find who caused this."
playing it and i'm really impressed but there's a few crashes, one while jumping out of water near the entrance of the underground caves. The card system is pretty neat, I like the Shovel Knight/Dark Souls moneybag system. The screen also zooms into the hud after pausing/using the menu screen for me after launching the game for the second time. I am using the crt filter and it looks great btw. In general it looks really, really good especially for a CV fangame. Maybe the best outside of romhacks.I think the levels are designed well, just a good enough amount of challenge! I LOVE how you're combining CV1+Chronicles for the areas/music and some enemies like the stainglass monster but I'm hoping I'd see more bosses from Chronicles, only up to Golem so far.The bosses are good, they need a bit more juice. All of them should be a little bigger imo, Giant Bat especially, and Medusa should have a second form that is her big head when she goes into her pinch phase.Ok, finished the game and I have some notes:You went insane on The Creature in this game.It's Bloodlines' freaky gigantic design which was already huge in Bloodlines but is literally taller than the golem in this game so it looks like a damn colossus lol. But he doesn't have the goofy chain whip attack like in bloodlines, just the punching animations, and he has his classic falling debris from CV3/Haunted Castle but also his chemical throw from Super CV4 but ALSO his elbow fire from Rondo? 😂THIS is what I'm talking about!! You juiced up this boss like crazy!! Most if not all bosses after The Creature have been good but...The card combos kinda broke them though, I was able to heal through it with the Healing Strike and Fire Whip + I think I even had Laurel just picked up from a few rooms earlier (didn't even notice I picked it up) so there was never a threat there. I think you should make Healing Strike take up two card spaces to slightly discourage it.The Death fight was another insane moment, the effort put in was crazy, it definitely felt weird that he was missing his iconic original slow random sickle spam though. But you NEED to nerf the Bible, it makes Death an absolute joke. I was looking forward to learning Death and Dracula but I didn't need to at all when Bible protects from 100% their projectiles!Also the Clock Tower zone was so short compared to everything that followed! I was shocked by that. My suggestion would be to make the Bible not defend against boss projectiles, just used as a damage amplifier. As it is I think it's not possible for the boss to take damage while getting hurt by the Bible though so that should be changed to be more like SoTN's behavior.After completing it I feel like this game is so close to being something really special but falls just a bit short. More suggestions...The gripping claws, bridge snapper and dash stone to me feel kinda random aesthetically since they're so foreign to Simon as abilities. I wish the new abilities were sold with the new whips, I feel like the bridge snapper could've been an ability that came with the flame whip, giving Simon a firey-meteor he could do directly down or diagonally (like Alucard's dive kick), the lightning whip could've come with an electric Blade Dash that elementally enables that otherwise very random infinite flying. Might be difficult to reconfigure this and switching whips to do abilities would do too much, maybe just flavoring the Gripping Claws, Bridge Snapper, Dash Stone with elemental stones instead could do the trick and pairing the stone with it's corresponding whip could enhance the ability (fire gem+firewhip=divekick, lightning gem+lightning whip, infinite airdash.)Also, the initial slide being infinite unintentional after seeing the description of the spiked boots. Also more bugs: when Simon interacts with the save sphere, it registers many times, like gives many hit sfx after hitting it once, and saves many times very quickly multiple times upon contact. I didn't think this was a big deal but it might lead to some kinda corruption and thus crashes? idk. Dashing up the stairs on the left in the merman area in the castle entrance zone with the spike boots leads to a softlock.One of the rooms in Marble Gallery with the flowers that preceeds the spike wall room looks like it has the foreground missing completely. The pitch black painting in the Marble Gallery save room leaves a trail of Simon's sprites or the map screen in a glitchy way, not sure if that's intentional or not.